public CultureMap(Random Random, LatticeNoiseSettings Settings) { _Individualism = new LatticeNoiseGenerator(Random, Settings); _Indulgence = new LatticeNoiseGenerator(Random, Settings); _LongTermOrientation = new LatticeNoiseGenerator(Random, Settings); _PowerDistance = new LatticeNoiseGenerator(Random, Settings); _Toughness = new LatticeNoiseGenerator(Random, Settings); _UncertaintyAvoidance = new LatticeNoiseGenerator(Random, Settings); }
void CreateResources(Random Random, LatticeNoiseSettings Population, LatticeNoiseSettings Resource, NaturalResource[] Resources) { Console.WriteLine("POPULATING"); LatticeNoiseGenerator PopulationNoise = new LatticeNoiseGenerator(Random, Population); for (int i = 0; i < _Regions.Length; ++i) { float f = _Regions[i].Center.Biome.RegionSlow; _Regions[i].AddPopulation(this, (float)((PopulationNoise.Generate(_Regions[i].Center.X, _Regions[i].Center.Y)) * Math.Sqrt(f)) + .5f); } foreach (NaturalResource R in Resources) { Console.WriteLine("{0} {1}", R.Name, R.Noisy); LatticeNoiseGenerator Noise = R.Noisy ? new LatticeNoiseGenerator(Random, Resource) : null; foreach (Region Region in _Regions) { float amount = (float)R.Distribute( R.Noisy ? (float)Noise.Generate(Region.Center.X, Region.Center.Y) : 0, Region.Center); Region.AddResource(R, amount); } } }